This party build provides the player with one character that has a range of useful skills (the VIP) as well as three knights as bodyguards.
Party Strengths
All four party members have 20+ Religious Training and Virtue, meaning they should all be able to call on Saints once you learn of them.
All four party members start with good armor (each gets a piece of chainmail).
The VIP has a broad array of skills that can assist the party.
The three bodyguards have high Endurance and Strength and can perform well in combat.
Party Weaknesses
The party starts with only 1 known potion and no known saints. The player will have to work to learn new ones.
While the VIP has a broad range of skills, he does not excel at any one. While he can do alchemy, he is not as good as a dedicated alchemist with 40+ Intelligence.
The VIP may need additional training in alchemy to get good at it (depending on the potion in question).
The one bodyguard with Heal will need additional training for it to become useful.
Character 1: The VIP
May be male or female.
Background: Rural Commoners
Starting Attributes
37 End
37 Str
13 Agl
16 Per
29 Int
29 Cha
Occupations
Student
Alchemist
Journeyman Craftsman
Master Craftsman
Travelling Merchant
Final Attributes
33 End
33 Str
11 Agl
21 Per
33 Int
31 Cha
Recommended Skills
21 Wedg
20 Wbow
30+ Alch
20+ Relg
20+ Virt
30+ SpkC
20+ SpkL
20+ R&W
30+ Artf
15+ StrW
15+ WdWs
Notes
The VIP can be difficult to set up because of the many skills that must be balanced with each other during each occupation. It may be necessary to recreate the VIP several times to get a feel for which skills to take during each occupation.
Because the VIP has lower encumbrance than the knights, it is unlikely that they will be able to wear plate armor without being heavily encumbered. As a result it may be best for the VIP to wear lighter armor and hang back in battle while shooting enemies with their bow.
Assisting merchant caravans by fighting off bandits will grant you a special weapon as a reward. Possible rewards include a high quality longsword or composite bow, both of which would be ideal weapons for the VIP.
Characters 2, 3, and 4: The Bodyguards
May be male or female.
Background: Wealthy Urban Family
Starting Attributes
38 End
40 Str
29 Agl
14 Per
13 Int
13 Cha
Occupations
Courtier
Courtier
Knight
Knight
Final Attributes
39 End
39 Str
30 Agl
16 Per
15 Int
15 Cha
Recommended Skills
21 Wimp
20 Wthr
25+ Relg
25+ Virt
20+ Heal (on one bodyguard)
20+ Stlh (on other bodyguards)
Notes
Courtiers gain a great deal of Speak Common and since the VIP should do all the talking, it is recommended not to put any points into SpkC, SpkL, or R&W for any of the bodyguards. This way the VIP has the highest speaking skills in the party.
As a Courtier the character will need to strongly push up Religious Training and Virtue to unlock the Knight occupation.
Only one bodyguard needs Heal, since it does not stack among party members. There won't be a functional difference until Heal reaches level 30+ so it will be necessary to find someone to train this character in Heal later on.
Since the other two bodyguards don't need Heal, they may put points into Stealth, which is a party wide skill and may help in certain situations.
The bodyguards are great candidates for wearing full plate armor when they become wealthy enough to afford it.
Good weapon choices include using a military hammer and small shield, which only adds 6 weight and provides 5 penetration, or a great hammer which adds 9 weight and provides 6 penetration.
Darts only add 1 weight and are great to level up Throwing. Throwing is useful later on when the VIP can provide the bodyguards with various potions that they can throw at enemies.
Party Strengths
Party Weaknesses
Character 1: The VIP
May be male or female.Background: Rural Commoners
Starting Attributes
Occupations
Final Attributes
Recommended Skills
Notes
Characters 2, 3, and 4: The Bodyguards
May be male or female.Background: Wealthy Urban Family
Starting Attributes
Occupations
Final Attributes
Recommended Skills
Notes